mirror of
https://github.com/FlightControl-Master/MOOSE.git
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Astar
This commit is contained in:
@@ -21,10 +21,11 @@
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-- @field #ASTAR.Node endNode End node.
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-- @field Core.Point#COORDINATE startCoord Start coordinate.
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-- @field Core.Point#COORDINATE endCoord End coordinate.
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-- @field #func CheckNodeValid Function to check if a node is valid.
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-- @field #func ValidNeighbourFunc Function to check if a node is valid.
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-- @field #table ValidNeighbourArg Optional arguments passed to the valid neighbour function.
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-- @extends Core.Base#BASE
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--- Be surprised!
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--- When nothing goes right... Go left!
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--
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-- ===
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--
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@@ -42,7 +43,6 @@ ASTAR = {
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Debug = nil,
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lid = nil,
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nodes = {},
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CheckNodeValid = nil,
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}
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--- Defence condition.
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@@ -56,19 +56,20 @@ ASTAR.INF=1/0
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--- ASTAR class version.
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-- @field #string version
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ASTAR.version="0.0.1"
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ASTAR.version="0.1.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: A lot.
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-- TODO: Add more valid neighbour functions.
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-- TODO: Write docs.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new ASTAR object and start the FSM.
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--- Create a new ASTAR object.
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-- @param #ASTAR self
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-- @return #ASTAR self
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function ASTAR:New()
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@@ -76,6 +77,9 @@ function ASTAR:New()
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-- Inherit everything from INTEL class.
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local self=BASE:Inherit(self, BASE:New()) --#ASTAR
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self.lid="ASTAR | "
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self.Debug=true
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return self
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end
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@@ -95,7 +99,7 @@ function ASTAR:SetStartCoordinate(Coordinate)
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return self
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end
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--- Set coordinate from where to go.
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--- Set coordinate where you want to go.
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-- @param #ASTAR self
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-- @param Core.Point#COORDINATE Coordinate end coordinate.
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-- @return #ASTAR self
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@@ -106,9 +110,9 @@ function ASTAR:SetEndCoordinate(Coordinate)
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return self
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end
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--- Add a node.
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--- Create a node from a given coordinate.
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-- @param #ASTAR self
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-- @param Core.Point#COORDINATE Coordinate The coordinate.
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-- @param Core.Point#COORDINATE Coordinate The coordinate where to create the node.
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-- @return #ASTAR.Node The node.
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function ASTAR:GetNodeFromCoordinate(Coordinate)
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@@ -121,9 +125,9 @@ function ASTAR:GetNodeFromCoordinate(Coordinate)
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end
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--- Add a node.
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--- Add a node to the table of grid nodes.
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-- @param #ASTAR self
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-- @param #ASTAR.Node Node The node to be added to the nodes table.
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-- @param #ASTAR.Node Node The node to be added.
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-- @return #ASTAR self
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function ASTAR:AddNode(Node)
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@@ -132,18 +136,171 @@ function ASTAR:AddNode(Node)
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return self
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end
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--- Check if the coordinate of a node has is at a valid surface type.
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-- @param #ASTAR self
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-- @param #ASTAR.Node Node The node to be added.
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-- @param #table SurfaceTypes Surface types, for example `{land.SurfaceType.WATER}`. By default all surface types are valid.
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-- @return #boolean If true, surface type of node is valid.
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function ASTAR:CheckValidSurfaceType(Node, SurfaceTypes)
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if SurfaceTypes then
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if type(SurfaceTypes)~="table" then
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SurfaceTypes={SurfaceTypes}
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end
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for _,surface in pairs(SurfaceTypes) do
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if surface==Node.surfacetype then
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return true
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end
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end
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return false
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else
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return true
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end
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end
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--- Set valid neighbours to require line of sight between two nodes.
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-- @param #ASTAR self
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-- @param #number CorridorWidth Width of LoS corridor in meters.
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-- @return #ASTAR self
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function ASTAR:SetValidNeighbourLoS(CorridorWidth)
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self:SetValidNeighbourFunction(ASTAR.LoS, CorridorWidth)
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return self
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end
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--- Add a function to determine if a neighbour of a node is valid.
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-- @param #ASTAR self
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-- @param #function NeighbourFunction Function that needs to return *true* for a neighbour to be valid.
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-- @param ... Condition function arguments if any.
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-- @return #ASTAR self
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function ASTAR:SetValidNeighbourFunction(NeighbourFunction, ...)
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self.ValidNeighbourFunc=NeighbourFunction
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self.ValidNeighbourArg={}
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if arg then
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self.ValidNeighbourArg=arg
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end
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- User functions
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-- Grid functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Find the closest node from a given coordinate.
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-- @param #ASTAR.Node nodeA
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-- @param #ASTAR.Node nodeB
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function ASTAR.LoS(nodeA, nodeB)
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--- Create a rectangular grid of nodes between star and end coordinate.
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-- The coordinate system is oriented along the line between start and end point.
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-- @param #ASTAR self
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-- @param #table ValidSurfaceTypes Valid surface types. By default is all surfaces are allowed.
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-- @param #number BoxHY Box "height" in meters along the y-coordinate. Default 40000 meters (40 km).
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-- @param #number SpaceX Additional space in meters before start and after end coordinate. Default 10000 meters (10 km).
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-- @param #number deltaX Increment in the direction of start to end coordinate in meters. Default 2000 meters.
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-- @param #number deltaY Increment perpendicular to the direction of start to end coordinate in meters. Default is same as deltaX.
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-- @param #boolean MarkGrid If true, create F10 map markers at grid nodes.
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-- @return #ASTAR self
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function ASTAR:CreateGrid(ValidSurfaceTypes, BoxHY, SpaceX, deltaX, deltaY, MarkGrid)
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-- Note that internally
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-- x coordinate is z: x-->z Line from start to end
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-- y coordinate is x: y-->x Perpendicular
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-- Grid length and width.
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local Dz=SpaceX or 10000
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local Dx=BoxHY and BoxHY/2 or 20000
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-- Increments.
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local dz=deltaX or 2000
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local dx=deltaY or dz
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-- Heading from start to end coordinate.
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local angle=self.startCoord:HeadingTo(self.endCoord)
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--Distance between start and end.
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local dist=self.startCoord:Get2DDistance(self.endCoord)+2*Dz
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-- Origin of map. Needed to translate back to wanted position.
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local co=COORDINATE:New(0, 0, 0)
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local do1=co:Get2DDistance(self.startCoord)
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local ho1=co:HeadingTo(self.startCoord)
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-- Start of grid.
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local xmin=-Dx
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local zmin=-Dz
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-- Number of grid points.
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local nz=dist/dz+1
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local nx=2*Dx/dx+1
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-- Debug info.
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local text=string.format("Building grid with nx=%d ny=%d => total=%d nodes", nx, nz, nx*nz)
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self:I(self.lid..text)
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MESSAGE:New(text, 10, "ASTAR"):ToAllIf(self.Debug)
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-- Loop over x and z coordinate to create a 2D grid.
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for i=1,nx do
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-- x coordinate perpendicular to z.
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local x=xmin+dx*(i-1)
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for j=1,nz do
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-- z coordinate connecting start and end.
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local z=zmin+dz*(j-1)
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-- Rotate 2D.
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local vec3=UTILS.Rotate2D({x=x, y=0, z=z}, angle)
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-- Coordinate of the node.
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local c=COORDINATE:New(vec3.z, vec3.y, vec3.x):Translate(do1, ho1, true)
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-- Create a node at this coordinate.
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local node=self:GetNodeFromCoordinate(c)
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-- Check if node has valid surface type.
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if self:CheckValidSurfaceType(node, ValidSurfaceTypes) then
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if MarkGrid then
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c:MarkToAll(string.format("i=%d, j=%d surface=%d", i, j, node.surfacetype))
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end
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-- Add node to grid.
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self:AddNode(node)
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end
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end
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end
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-- Debug info.
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local text=string.format("Done building grid!")
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self:I(self.lid..text)
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MESSAGE:New(text, 10, "ASTAR"):ToAllIf(self.Debug)
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Valid neighbour functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Function to check if two nodes have line of sight (LoS).
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-- @param #ASTAR.Node nodeA First node.
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-- @param #ASTAR.Node nodeB Other node.
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-- @param #number corridor (Optional) Width of corridor in meters.
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-- @return #boolean If true, two nodes have LoS.
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function ASTAR.LoS(nodeA, nodeB, corridor)
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local offset=0.1
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local dx=200
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local dx=corridor and corridor/2 or nil
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local dy=dx
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local cA=nodeA.coordinate:SetAltitude(0, true)
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@@ -151,7 +308,7 @@ function ASTAR.LoS(nodeA, nodeB)
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local los=cA:IsLOS(cB, offset)
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if los then
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if los and corridor then
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local heading=cA:HeadingTo(cB)
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local Ap=cA:Translate(dx, heading+90)
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@@ -173,62 +330,9 @@ function ASTAR.LoS(nodeA, nodeB)
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- User functions
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-- Misc functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Find the closest node from a given coordinate.
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-- @param #ASTAR self
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-- @param #number DeltaX Increment in the direction of start to end coordinate in meters. Default 2000 meters.
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-- @param #number DeltaY Increment perpendicular to the direction of start to end coordinate in meters. Default is same as DeltaX.
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-- @return #ASTAR self
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function ASTAR:CreateGrid()
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local Dx=20000
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local Dz=10000
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local delta=2000
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local angle=self.startCoord:HeadingTo(self.endCoord)
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local dist=self.startCoord:Get2DDistance(self.endCoord)+2*Dz
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local co=COORDINATE:New(0, 0, 0)
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local do1=co:Get2DDistance(self.startCoord)
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local ho1=co:HeadingTo(self.startCoord)
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local xmin=-Dx
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local zmin=-Dz
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local nz=dist/delta+1
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local nx=2*Dx/delta+1
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env.info(string.format("FF building grid with nx=%d ny=%d total=%d nodes. Angle=%d, dist=%d meters", nx, nz, nx*nz, angle, dist))
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for i=1,nx do
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local x=xmin+delta*(i-1)
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for j=1,nz do
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local z=zmin+delta*(j-1)
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local vec3=UTILS.Rotate2D({x=x, y=0, z=z}, angle)
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local c=COORDINATE:New(vec3.z, vec3.y, vec3.x):Translate(do1, ho1, true)
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if c:IsSurfaceTypeWater() then
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--c:MarkToAll(string.format("i=%d, j=%d", i, j))
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local node=self:GetNodeFromCoordinate(c)
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self:AddNode(node)
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end
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end
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end
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env.info("FF Done building grid!")
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return self
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end
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--- Find the closest node from a given coordinate.
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-- @param #ASTAR self
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@@ -276,41 +380,147 @@ function ASTAR:FindEndNode()
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Main A* pathfinding function
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Function
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--- A* pathfinding function. This seaches the path along nodes between start and end nodes/coordinates.
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-- @param #ASTAR self
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-- @param #boolean ExcludeStartNode If *true*, do not include start node in found path. Default is to include it.
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-- @param #boolean ExcludeEndNode If *true*, do not include end node in found path. Default is to include it.
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-- @return #table Table of nodes from start to finish.
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function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
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self:FindStartNode()
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self:FindEndNode()
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local nodes=self.nodes
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local start=self.startNode
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local goal=self.endNode
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local closedset = {}
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local openset = { start }
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local came_from = {}
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local g_score, f_score = {}, {}
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g_score[start]=0
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f_score[start]=g_score[start]+self:HeuristicCost(start, goal)
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-- Set start time.
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local T0=timer.getAbsTime()
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-- Debug message.
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local text=string.format("Starting A* pathfinding")
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self:I(self.lid..text)
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MESSAGE:New(text, 10, "ASTAR"):ToAllIf(self.Debug)
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while #openset > 0 do
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local current=self:LowestFscore(openset, f_score)
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-- Check if we are at the end node.
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if current==goal then
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local path=self:UnwindPath({}, came_from, goal)
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if not ExcludeEndNode then
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table.insert(path, goal)
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end
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if ExcludeStartNode then
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table.remove(path, 1)
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end
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-- Set end time.
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local T9=timer.getAbsTime()
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-- Debug message.
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local text=string.format("Found path with %d nodes", #path)
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self:I(self.lid..text)
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MESSAGE:New(text, 60, "ASTAR"):ToAllIf(self.Debug)
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return path
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end
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self:RemoveNode(openset, current)
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table.insert(closedset, current)
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local neighbors=self:NeighbourNodes(current, nodes)
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-- Loop over neighbours.
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for _,neighbor in ipairs(neighbors) do
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if self:NotIn(closedset, neighbor) then
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local tentative_g_score=g_score[current]+self:DistNodes(current, neighbor)
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if self:NotIn(openset, neighbor) or tentative_g_score < g_score[neighbor] then
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came_from[neighbor]=current
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g_score[neighbor]=tentative_g_score
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f_score[neighbor]=g_score[neighbor]+self:HeuristicCost(neighbor, goal)
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if self:NotIn(openset, neighbor) then
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table.insert(openset, neighbor)
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end
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end
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end
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end
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end
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||||
-- Debug message.
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local text=string.format("WARNING: Could NOT find valid path!")
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self:I(self.lid..text)
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MESSAGE:New(text, 60, "ASTAR"):ToAllIf(self.Debug)
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||||
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return nil -- no valid path
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||||
end
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||||
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||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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||||
-- A* pathfinding helper functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Calculate 2D distance between two nodes.
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||||
-- @param #ASTAR self
|
||||
-- @param #ASTAR.Node nodeA Node A.
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||||
-- @param #ASTAR.Node nodeB Node B.
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||||
-- @return #number Distance between nodes in meters.
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||||
function ASTAR:DistNodes ( nodeA, nodeB )
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function ASTAR:DistNodes(nodeA, nodeB)
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return nodeA.coordinate:Get2DDistance(nodeB.coordinate)
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end
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||||
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||||
--- Function
|
||||
--- Heuristic cost function to go from node A to node B. That is simply the distance here.
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||||
-- @param #ASTAR self
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||||
-- @param #ASTAR.Node nodeA Node A.
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||||
-- @param #ASTAR.Node nodeB Node B.
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||||
-- @return #number Distance between nodes in meters.
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||||
function ASTAR:HeuristicCost( nodeA, nodeB )
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||||
function ASTAR:HeuristicCost(nodeA, nodeB)
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return self:DistNodes(nodeA, nodeB)
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end
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||||
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||||
--- Function
|
||||
--- Check if going from a node to a neighbour is possible.
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||||
-- @param #ASTAR self
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||||
function ASTAR:is_valid_node ( node, neighbor )
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||||
-- @param #ASTAR.Node node A node.
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||||
-- @param #ASTAR.Node neighbor Neighbour node.
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||||
-- @return #boolean If true, transition between nodes is possible.
|
||||
function ASTAR:IsValidNeighbour(node, neighbor)
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||||
self.CheckNodeValid=ASTAR.LoS
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||||
if self.CheckNodeValid then
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return self.CheckNodeValid(node, neighbor)
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if self.ValidNeighbourFunc then
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||||
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||||
return self.ValidNeighbourFunc(node, neighbor, unpack(self.ValidNeighbourArg))
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||||
|
||||
else
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||||
return true
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||||
end
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||||
|
||||
end
|
||||
|
||||
--- Function
|
||||
-- @param #ASTAR self
|
||||
function ASTAR:lowest_f_score(set, f_score)
|
||||
function ASTAR:LowestFscore(set, f_score)
|
||||
|
||||
local lowest, bestNode = ASTAR.INF, nil
|
||||
|
||||
@@ -326,25 +536,37 @@ function ASTAR:lowest_f_score(set, f_score)
|
||||
return bestNode
|
||||
end
|
||||
|
||||
--- Function
|
||||
--- Function to get valid neighbours of a node.
|
||||
-- @param #ASTAR self
|
||||
function ASTAR:neighbor_nodes(theNode, nodes)
|
||||
-- @param #ASTAR.Node theNode The node.
|
||||
-- @param #table nodes Possible neighbours.
|
||||
-- @param #table Valid neighbour nodes.
|
||||
function ASTAR:NeighbourNodes(theNode, nodes)
|
||||
|
||||
local neighbors = {}
|
||||
for _, node in ipairs ( nodes ) do
|
||||
|
||||
|
||||
if theNode ~= node and self:is_valid_node ( theNode, node ) then
|
||||
table.insert ( neighbors, node )
|
||||
if theNode~=node then
|
||||
|
||||
local isvalid=self:IsValidNeighbour(theNode, node)
|
||||
|
||||
if isvalid then
|
||||
table.insert(neighbors, node)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return neighbors
|
||||
end
|
||||
|
||||
--- Function
|
||||
--- Function to check if a node is not in a set.
|
||||
-- @param #ASTAR self
|
||||
function ASTAR:not_in ( set, theNode )
|
||||
-- @param #table set Set of nodes.
|
||||
-- @param #ASTAR.Node theNode The node to check.
|
||||
-- @return #boolean If true, the node is not in the set.
|
||||
function ASTAR:NotIn(set, theNode)
|
||||
|
||||
for _, node in ipairs ( set ) do
|
||||
if node == theNode then
|
||||
@@ -355,9 +577,11 @@ function ASTAR:not_in ( set, theNode )
|
||||
return true
|
||||
end
|
||||
|
||||
--- Function
|
||||
--- Function to remove a node from a set.
|
||||
-- @param #ASTAR self
|
||||
function ASTAR:remove_node(set, theNode)
|
||||
-- @param #table set Set of nodes.
|
||||
-- @param #ASTAR.Node theNode The node to check.
|
||||
function ASTAR:RemoveNode(set, theNode)
|
||||
|
||||
for i, node in ipairs ( set ) do
|
||||
if node == theNode then
|
||||
@@ -365,11 +589,16 @@ function ASTAR:remove_node(set, theNode)
|
||||
set [ #set ] = nil
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Function
|
||||
--- Unwind path function.
|
||||
-- @param #ASTAR self
|
||||
-- @param #table flat_path Flat path.
|
||||
-- @param #table map Map.
|
||||
-- @param #ASTAR.Node current_node The current node.
|
||||
-- @return #table Unwinded path.
|
||||
function ASTAR:UnwindPath( flat_path, map, current_node )
|
||||
|
||||
if map [ current_node ] then
|
||||
@@ -380,70 +609,6 @@ function ASTAR:UnwindPath( flat_path, map, current_node )
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------
|
||||
-- pathfinding functions
|
||||
----------------------------------------------------------------
|
||||
|
||||
--- Function
|
||||
-- @param #ASTAR self
|
||||
function ASTAR:GetPath()
|
||||
|
||||
self:FindStartNode()
|
||||
self:FindEndNode()
|
||||
|
||||
local nodes=self.nodes
|
||||
local start=self.startNode
|
||||
local goal=self.endNode
|
||||
|
||||
local closedset = {}
|
||||
local openset = { start }
|
||||
local came_from = {}
|
||||
|
||||
local g_score, f_score = {}, {}
|
||||
|
||||
g_score [ start ] = 0
|
||||
|
||||
f_score [ start ] = g_score [ start ] + self:HeuristicCost ( start, goal )
|
||||
|
||||
while #openset > 0 do
|
||||
|
||||
local current = self:lowest_f_score ( openset, f_score )
|
||||
|
||||
if current == goal then
|
||||
local path = self:UnwindPath ( {}, came_from, goal )
|
||||
table.insert(path, goal)
|
||||
return path
|
||||
end
|
||||
|
||||
self:remove_node( openset, current )
|
||||
table.insert ( closedset, current )
|
||||
|
||||
local neighbors = self:neighbor_nodes( current, nodes )
|
||||
|
||||
for _, neighbor in ipairs ( neighbors ) do
|
||||
|
||||
if self:not_in ( closedset, neighbor ) then
|
||||
|
||||
local tentative_g_score = g_score [ current ] + self:DistNodes ( current, neighbor )
|
||||
|
||||
if self:not_in ( openset, neighbor ) or tentative_g_score < g_score [ neighbor ] then
|
||||
|
||||
came_from [ neighbor ] = current
|
||||
g_score [ neighbor ] = tentative_g_score
|
||||
f_score [ neighbor ] = g_score [ neighbor ] + self:HeuristicCost ( neighbor, goal )
|
||||
|
||||
if self:not_in ( openset, neighbor ) then
|
||||
table.insert ( openset, neighbor )
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil -- no valid path
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
Reference in New Issue
Block a user